A method for cartoon-style rendering of liquid animations
GI '07 Proceedings of Graphics Interface 2007
ACM SIGGRAPH 2008 papers
Feature-aligned shape texturing
ACM SIGGRAPH Asia 2009 papers
Motion field texture synthesis
ACM SIGGRAPH Asia 2009 papers
A particle-based method for viscoelastic fluids animation
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
Local resampling for patch-based texture synthesis in vector fields
International Journal of Computer Applications in Technology
Mid-level smoke control for 2D animation
Proceedings of Graphics Interface 2011
Liquid simulation with mesh-based surface tracking
ACM SIGGRAPH 2011 Courses
Tracking surfaces with evolving topology
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Explicit Mesh Surfaces for Particle Based Fluids
Computer Graphics Forum
Feature-guided dynamic texture synthesis on continuous flows
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Closest point turbulence for liquid surfaces
ACM Transactions on Graphics (TOG)
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Stylizing animation by example
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Context-based coherent surface completion
ACM Transactions on Graphics (TOG)
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We present a novel technique for synthesizing textures over dynamically changing fluid surfaces. We use both image textures, as well as bump maps as example inputs. Image textures can enhance the rendering of the fluid by either imparting a realistic appearance to it or by stylizing it, whereas bump maps enable the generation of complex microstructures on the surface of the fluid that may be very difficult to synthesize using simulation. To generate temporally coherent textures over a fluid sequence, we transport texture information, that is, color and local orientation, between free surfaces of the fluid from one time step to the next. This is accomplished by extending the texture information from the first fluid surface to the 3D fluid domain, advecting this information within the fluid domain along the fluid velocity field for one time step and interpolating it back onto the second surface-this operation, in part, uses a novel vector advection technique for transporting orientation vectors. We then refine the transported texture by performing texture synthesis over the second surface using our "surface texture optimization" algorithm, which keeps the synthesized texture visually similar to the input texture and temporally coherent with the transported one. We demonstrate our novel algorithm for texture synthesis on dynamically evolving fluid surfaces in several challenging scenarios.